Valeros

Crestar's page

Organized Play Member. 22 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


RSS


Hello All,

I'm working on a gladiator game set in a magical kingdom ruled by wizards. The thought is they often tend to name things after magical spells or creations. As such, I've been trying to find a good name for the Gladiators.

Here is what I have so far:
1) Heavily Armored - Golems - They can be further identified based on what weapons they use. Sword golem for a sword fighter etc.
2) Astrym for Magic users.

However I need names for Medium and light armored fighters, any ideas?


I know this is an old post but wanted to follow up on the thread. We have an established group in the tri-cities area that has been playing for the last 15 years and recently lost 2 of our gm's due to life events. Due to my schedule I'm unable to properly prepare a game in the manner I'm familiar with and we have made a decision as group to seek a new group to merge with if it can be found. We currently have 3-4 players in which most of us have 18 - 20+ years of expierence with D&D 3.0, 3.5, AD&D, Heroes Unlimited, Vampire, Pathfinder, Shadowrun, etc.

I will be making a main post with this information, but thought I should see how your group is doing player wise.


We are playing a Underdark game all using Drow Nobles with the innate ability of levitation. When fighting in a encounter our GM informed us that by using levitation we are considered flat footed. While I understand the logic, as we often know logic does not really apply in fantasy games and while attempting to find some rule referring to this I have found none. Can anyone provide any insight?

For reference the spell levitation states the following:

Pathfinder SRD wrote:

Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a move action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).

A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a -1 penalty on attack rolls, the second -2, and so on, to a maximum penalty of -5. A full round spent stabilizing allows the creature to begin again at -1.


In 3.0 Scimitar's could be used as a weapon of Finesse. Since that point Pathfinder has removed the description text of the weapon to define this. So is Scimitar a Weapon of Finesse or Not??

If it is I think using it with the feat Dervish Dance from the ISWG makes it a great weapon for rogues.

Thoughts?


Jam412 wrote:
The Shaman wrote:
Even if Chad Nasad is destroyed, there is too much of value there for it to be abandoned. And perhaps underneath all the rubble there is more than just trinkets - catacombs, hidden stronghold, libraries... Heh, imagine playing a Resident Evil-esque mission where your team of explorers chance upon a dungeon with experimental beasts that were supposed to serve as secret weapons before the fall, and unwittingly set them loose...
This is a really cool idea. If I ever run a darklands game, I'm stealing this!

According to the most recent Novel's taking place after the War of the Spider Queen series the The Lady Penitent trilogy displays Chad Nesad as a location over run by scavengers from the previous houses that existed within the city. They are formed in a very loose setting of the previous self being controlled by males with no clerics of the Spider Queen within the city.


Another interesting idea would be the approach the Palladium takes in their games. In case you are unfamiliar with the likes of Heroes Unlimited, Rifts and fantasy setting provided by this publisher let me list some examples.

Full Plate Armor
AC 20
SDC 60

What these number mean:
AC =Any Strike below this number does no damage to the person, just inflicts to the armor.

Structure Damage Capacity or SDC = Hit points for the armor. When an opponent strikes at the character and misses he inflicts his damage to the targets armor. If he rolls above the AC the damage is inflicted to both the armor and the person. When the armor loses all SDC it no longer provides any protection from incoming attacks.

Just a little different spin on things.


[b] 4712 – Year 2 ________ (May)

With the end of April and start of May the crops are placed within the ground taking much time of the community. The summer weather has brought with it warmth and much relief for the town’s folk. Latham had left at the end of April and arrived once more to the community in the first week of May with fresh supplies and seed. Trading with the townsfolk new seeds for the crops are used to plant the summer crops of Cucumbers, squash, okra, tomatoes, potatoes, peppers, cantaloupe and watermelon.

Latham uses the trading to his advantage to have his own cabin constructed that allows the front of the cabin to act as a store. He plans on using any excess crops this fall to trade with local towns to gather gold and provide the small village with new tools and equipment. For the moment the small room he will use as a store remains bare with the exception of a few farming tools.

Event: During the month of May a body is seen floating down the river. Lysanthir seeing the body retrieves it from the flowing water only to discover the person is still breathing. It is a woman in a studded leather armor with a empty scabbard on her side. Her long blond hair is mucked with dirt and hangs in large wet locks. Her body is rushed to Devin who checks the body and with some CPR helps force excess water from the longs. He decides to keep the women with him for care.

The woman is well taken care of by Devin who uses every amount of knowledge to heal her he knows. Unfortunately the woman remains in a coma throughout the month. The news of the woman spreads throughout town as many of the women do their best to aid Devin in his care for her in what time they can manage. Alyssa Goreden makes note after bathing the lady of the numerous scares her body has that appear to be jagged. Jasper Vellsking has taken a great liking to the lady, as he has fell into love with the idea of her and is often found acting unlike himself spinning stories about who she could be. She is indeed a beautiful woman, but many people within the town think Jasper is a little obsessed, while others think it is because he has been lonely for quite sometimes spending most of his time helping Conroy and his family rather than fulfilling his life.

Population: 32
Buildings:
Cabins (9)
General Store
Simple shrine to Erastil (1)
Shrine to Calistria
Well-hut, insulated (1)
Storehouse/Granary (1)
Barn (1)
Developing levie-walls
Crops:
Cucumbers
Squash
Okra
Tomatoes
Potatoes
Peppers
Cantaloupe
Watermelon
Shaul Compton Mausoleum in the foothills


Maerimydra wrote:
A side trip to Ched Nasad would be great (the nearest drow city). If you read about Ched Nasad you'll find out that this city as an interesting design. In fact, this design is so interesting that it makes improved bullrush a deadly feat. :)

Chad Nasad was Destroyed last time I looked, of course that is dependent on the GM


Ellington wrote:
Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.

So a rogue using an arrow with this feat... sneak attack city... ok so it might break, so take quick draw and carry a quiver. The flat footed will help overcome some basic enchantments.


Hayato Ken wrote:

Why should a fighter be underpowered?

Personally I do not find them underpowered. I also find that playing a twf build can be as effective as a thf build.

Though throughout this post people have been saying that fighter is underpowered, so if that is the case. Propose fix's rather than just argue about it.


So my question would be at this point, what steps need to be taken to fix fighter if it is a underpowered class?

I have played both classes and while enjoy the skill perks of a Ranger, I never assumed the 2 classes had a large gap between them.


Build a City wrote:

Hey Friends, Wandwright here.

I took the suggestion of making a list of characters and compiling the whole first year of our community under this profile.

Nice work, we need to get some more people posting though. Moving a little slow, lol.


Response:
GM Agent wrote:


Village Government
It was agreed upon while setting up that we would have the community eventually form up into a town council. Once that's done, and if a reason arises, we can change it. But as an initial setting agreement we need to uphold the council for now.

Graveyard in the Spring
Another alternative is to have the Comptons establish a family tomb of sorts, in a mountain cave somewhere outside of the mountains. Probably in a location they feel to be suitable well protected and hidden.

I agree, though Bornel and Ottar can still compete with each other. The council may rule the town, though there are always those in the council whom other look more highly on and will swing votes in their favor.

I Like the idea of a tomb, though I don't want to do 2 seasons back to back. It could serve as something fun later on.


4712 - Year 2 (January)

The new year brings no relief to the 20 inches of snow forcing most residents to remain indoors. The fire wood supplies are beginning to run low as cold weather and accumulation persist throughout most of the month. Bornel urges the citizens to help form small groups to help restock the wood supply in the severe weather. The simple restocking turns into a competition between Bornel and Ottar Velkson as they refuse to work together while each forms a separate group. The restocking of the wood supply proceeds as planned with both groups restocking supply.

It is Ottar’s group that supplies the most wood and while it would be a small victory for him if not overshadowed by the disappearance of Shaul Compton whom was in Ottar’s group. On the final day of collection Shaul disappeared from the gathering site after unknowingly to the others attempting to kill a wild deer with the bow he was carrying. Ottar and Bornel both encourage their teams and help search for the young man. After two days of searching it is Galious that finds his brother’s corpse within the woods. After hauling it back to town Devin inspects the body and points out the cause of his death displaying the vicious wounds that appear to have come from a wolf like animal.

Population: 25
Buildings:
Cabins (7)
Simple shrine to Erastil (1)
Well-hut, insolated (1)
Storehouse/Granary (1)
Barn (1)
Fields planted with winter crops (garlic)

Newly named characters:
Shaul Compton


I roll behind a screen, mostly because is something goes wrong I want to be able to navigate it. A good example of this was my part of 5 4th level PC's ran into a random encounter of 1d4 minotaurs. I rolled a 4, so with 4 creatures I set up the encounter. It goes well until the main fighter in the party falls to a critical hit. Afterwards during the combat, my dice was hating the party and I pulled several 20's I rolled to help the encounter and not end the game.

There where advantages that the party could have taken in this encounter, such as fighting in doorways to limit the area of fighting. Though they choose not to and made the encounter more dangerous. But, I did not want to punish them with ending a game from a random roll.


gnomewizard wrote:

Ok so I need help. I have not played a Fighter in PF, and I have not played anything but small characters since 2002.

I want to make an elven fighter that is all over the board and using his elven curveblade or other finessable weapons to do damage.

I rolled his stats (with no mods yet) 15, 16, 13, 13, 13, 11

I need him at 2nd level and at 7th.
So yeah I need help with Feats, stat placement and items to buy.

I can use Core & APG

SO, with these stats I would go 2hf, though I will provide builds for both.

2hf
Str 16 (17) Add your 4th level point here
Dex 13 (15)
Con 15 (13)
Int 13 (15)
Wis 13
Cha 11

1st Feat: Weapon Focus ( Great Sword )
1st Bonus: Power Attack
2nd Bonus: Cleave
3rd Feat: Toughness
4th Bonus: Weapon Specialization

This build favors heavy armor with a strong strikes.

This along with Two-handed fighter alt advancement from APHB,
you would get Shattering Strike, Overhand Chop and Weapon Training.

Now if building a 2wf.
Str 15 (16) Add your 4th level point here
Dex 16 (18)
Con 13 (11)
Int 13 (15)
Wis 13
Cha 11

1st Feat: Two-weapon fighting
1st Bonus: Double Slice
2nd Bonus: Weapon Focus
3rd Feat: Toughness / Two-Weapon Defense / Weapon of Finesse ( This will depend on what matters to you and the way the game is shaping. Do you need more ac? more to hit? or more hp? I would go with AC at this point in leveling.)
4th Bonus: Weapon Specialization

Take Two-weapon Warrior from APHB,
you would get Defensive Flurry.

This Fighter would focus on Dex in the future to keep improving Two-Weapon fighting as he levels.

Note: If your GM allows outside feats, Oversized 2 weapon fighting allows the use of larger weapons with less penalties. Also many versions exist of a feat that allows dex damage instead of str. If this is allowed switch the str with the con.


There was a feat called 'Perfect Strike' that allowed Dex instead of Strength. It was in the book 'Plot and Poison', I don't remember who made it though. It was 3.0 ish


AerynTahlro wrote:

Disclaimer: I've really only played Pathfinder for a couple weeks now.

Anyway, my DM has told me that in order to get any type of enchant on a weapon, it must first be enchanted with a +1 (attack/dmg) enhancement enchant. Then I could get another enchant on it that counts as a +1 (Flaming, for example), raising the effective bonus of the weapon to +2 (for cost and magic allocation purposes).

Anyway, the only problem I have with this is the wording of the rules on the d20pfsrd website.

Quote:
A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls. Source

And...

Quote:
A weapon with a special ability must also have at least a +1 enhancement bonus. Weapons cannot possess the same special ability more than once. Source
So can someone explain to me how a Masterwork +1 Enhancement bonus doesn't count as the required +1 Enhancement bonus prerequisite on a magic item? Is it a difference of "+1 Enhancement bonus on attack" vs "+1 Enhancement bonus" difference?

There is a difference and your game master is correct. A masterwork weapon provides a +1 enhancement bonus on attacks only. This is done because of the great quality of the weapon. Magical weapons with a +1 enhancement bonus apply to both attack and damage. I have always viewed these weapons as magically lighter and sharper than even the most experienced weapon smith can make as it builds on top of their perfection.


1 person marked this as a favorite.

I’m looking to incorporate the Saint into Pathfinder to match with current rule changes. So looking for some input on how to Pathfinderize this. So the question comes down to what should stay? What should go? And what should change?

This is the Saint from BoED 3.5:

Size and Type: The creature's type changes to "outsider." The saint has the native subtype. Size is unchanged.

Armor Class: A saint gains an insight bonus to AC equal to the character's Wisdom bonus.

Special Attacks: A saint retains all the character's special attacks and gains those listed below.

Holy Power (Su): The save DCs of any and all of the saint's special attacks, including spells as well as spell-like, supernatural, and extraordinary abilities, increase by +2.

Holy Touch (Su): A saint's entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A saint's melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by the saint's attack.

Spell-Like Abilities: At will - guidance, resistance, virtue, and bless. A saint's caster level is equal to its Hit Die total. The save DCs are Charisma-based.

Special Qualities: A saint retains all the character's special qualities and gains those listed below, as well as the outsider type.

Damage Reduction (Ex): Saints gain damage reduction according to their Hit Dice (including character level).

HD Damage Reduction
1-3 -
4-7 5/magic
8-11 5/evil
12+ 10/evil

If the base creature already has damage reduction, use the better value.
Fast Healing (Ex): Each round, a saint heals damage equal to half of its Hit Dice (including character levels, no a maximum of 10 points healed). if the base creature already has fast healing, use the better value.

Immunities (Ex): A saint is immune to acid, cold, electricity, and petrification attacks.

Keen Vision (Ex): Saints have low-light vision and 60-foot darkvision.

Protective Aura (Su): As a free action, a saint can surround herself with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a lesser globe of invulnerability both as cast by a cleric whose level equal to the saint's Hit Dice.

Resistances (Ex): Saints have resistance to fire 10 and receive a +4 racial bonus on Fortitude saves against poison.

Tongues (Su): A saint can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level cleric. This ability is always active.

Abilities: Modify the base creature as follows: Con +2, Wis +2, Cha +4.

Challenge Rating: Same as the base creature +2.

Level Adjustment: Same as the base creature +2.


I would like to see added clarity to the crafting rules. On time restraints using special materials and overall kinks evolved within the process.


Krimson wrote:

Well, as an active ability (Unlike the other auras), I think that the paladin simply transfers divine energy in nearby allies. If it is transferred, it stays with them until the paladin's next turn. They do say that the bonuses last for 1 minute, right? Being shackled to the paladin would be rather useless, a simple withdraw action would spoil a 11 level ability (and half the resources of a primary class ability) ? No way.

You activate the aura, and then everybody is on his own.

We have always played it as the Aura moves with the paladin. So if the Fighter ran out of the 10 ft he lost the ability. Though when the fighter returns to the 10 ft aura, or if the paladin moves in close, the ability is returned.


gravalpea wrote:

well, this has been entertaining. ^_^

Thanks for the advice and clarifications all.

It is an interesting concept, though I think I would stick with the TWF rogue, less feats at the start to get more damage.

BAB +6, Sneak Attack 4d6.
Feats : 2WF, I2WF, Double Slice ( If using 3.5 feats, for the 4th feat it would be Oversized 2WF CAdv, or Telling Blow)
Using 2 shortswords ( to keep with the same dice as a Great Sword). Both being +1, one with shock on it.
Attacks +7 /+7 / +1 / +1
Using the first 3 feats damage would be
1d6 (weapon) + 4d6 (Sneak Attack) + 1d6 (Shock) + 3 (Str) +1 (enhancement Bonus)
1d6 (weapon) + 4d6 (Sneak Attack) + 1d6 (Shock) + 3 (Str) +1 (enhancement Bonus)
1d6 (weapon) + 4d6 (Sneak Attack) + 3 (Str) +1 (enhancement Bonus)
1d6 (weapon) + 4d6 (Sneak Attack) + 3 (Str) +1 (enhancement Bonus)
So if all 4 hits land
4d6 + 16d6 + 2d6 + 12 + 4 or 22d6 + 16

I personally prefer those numbers to a single attack with Vital Strike.

Now don’t get me wrong I understand your going with concept and the greatsword / vital strike would be better for the quick kill on the 1 attack rounds. Though, overall a combo like this can be much more devastating.
Adding Oversized 2wf could provide larger weapons at the same penality, Ex. Longswords
Or
Adding Telling Blow will allow sneak attacks when you crit in non sneak attack situations allowing it to become rather useful.